Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Public Beta v1.01 Available

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [American Civil War] >> Civil War II >> Public Beta v1.01 Available Page: [1]
Login
Message << Older Topic   Newer Topic >>
Public Beta v1.01 Available - 9/27/2013 7:10:22 PM   
Andrew Loveridge


Posts: 606
Joined: 7/20/2009
Status: offline
Hi guys

The team have been hard at work and have the first patch ready for a public beta 1.01. It includes a host of changes and fixes and even a new scenario!

You can download the beta patch here:

http://ageoddl.telechargement.fr/CW2/Patch_CW2_v1.01PBrc1.zip

Or

ftp://ftp.matrixgames.com/pub/CivilWarII/Patch_CW2_v1.01PBrc1.exe


Full Change Log:

Patch 1.01

Release Date: September 27, 2013


How to update your game:

This patch is a comprehensive patch. It can upgrade to latest version any previous version of CW2.

Exceptionally, you'll be prompted again for your serial key. This is because we are updating the file storing it, so we can disable turn compression by default for all users (increased stability). Sorry for the inconvenience.


LIST OF CHANGES

    Bonus Scenario

      There is a new mid-sized scenario proposed in this patch, the West Campaign, featuring the operations of famous generals Grant, Sherman, Johnston and a few others well-known faces. This campaign lasts 24 turns and is a great stepping-stone for people wanting to prepare for the Grand Campaign!

    Interface

      Flag fluttering is stopped during hosting.

      Scrolling is now done 3 messages at a time in message panel (half of message panel height).

      Leaders masking others stacks in region get more informative tooltips

      Boot icon tooltip fixed

      Tab in ledger renamed

      Changed the look of some CSA flags

      Very slow or under recruitments units get a brown ribbon.

    Gameplay

      Battle planner will trigger often (there can be false positive, i.e it triggers but no battle ensues)

      Blockade Runner 'income' increased (were suffering from the reduction from 'easy OMB handling')

      Development level increases moderately movement cost (-20% speed in wild region, -10% in cleared, no change above)

      Weather will be more variable depending of the grand weather zones.

      Neutral units can't pillage your regions.

      Battle planner will only trigger if a battle is certain. At most 5 deployments shown and usable.

    AI

      Recon&Raid max distance from 5 to 2 regions

      AI Aggressivity down, overall and in Mid-Atlantic particularly

      AI dismiss brigades more often resulting in improved formations with more punch!

      Optimized slightly AI recruitments

    Events

      Added events (USA) for Indian Home guard units in KS (thanks Ol'Choctaw)

      Unlocked Tennessee in July

      Union River Ironclads can be built earlier

      KY neutrality event cancelled

      Added event for Texas-Mexico border trade

      Several new flavor events added for CSA and USA

      Fixed CSS Alabama construction events

      Fixed volunteers options

      Fixed Slaves options

      Improved Industrial Options (icons on the map)

      Divisions can now be formed from October 61 only (no limit)

      Corps can now be formed from March 62 only (no limit)

    Data

      Naval Engineer ability added (explains they speed up ship construction/repair)

      Added rail repair fastest attribute (x2) to engineers and pioneers

      Fixed movement type of rangers (and 'light' units) to avoid their frequent 'walk on water' capabilities, plus a terrain cost was fixed

      Fixed links between AZ OMB and map

      Fixed some VA multiple entry ports

      Fixed intermixed images of J. Palmer (admiral and general were swapped)

      Reduced Defensive Works decisions trenches level from 8 to 4 and increased its duration to 2 turns instead of 1

      Fixed some wronged weather names on terrains

      Fixed wrong elements names of Longstreet and Cocke's brigades

      Added Nashville force + Zollicoffer in April campaign (June reinforcement missing)

      Removed double Central California garrison

      Fixed wrong Army names at start

      Union cottonclads are now Tinclads

      Brigades OH/PA are in the game

      Minor Map fixes (St Paul MN)

      Added initial shipyards in Cairo IL and Saint Louis MO

      Fixed Models for erroneous abilities and pictures (siege art)

      Fixed Units for erroneous zones of construction (siege arty)

      Fixed some abilities displayed wrongly

      Fixed regions for proper city sprite position displays

      Minor Terrain fixes

      Added Dynamic Graphics to give more feedback on region structures to player

      Fixed some upstate NY cities wrong location

      Fixed Indian territory settlements and forts

      Added some CSA redoubts (Camden AR, Ft Pillow)

      Fixed Eastern TN unionists + added Knoxville and Chattanooga as strategic cities


< Message edited by Philkian -- 10/25/2013 8:38:19 AM >


_____________________________

Post #: 1
RE: Public Beta v1.01 Available - 9/27/2013 8:00:08 PM   
vonRocko

 

Posts: 1447
Joined: 11/4/2008
Status: offline
Thanks for getting this out for the weekend. Has the corp formation bug been fixed? I don't see it on the list.

edit: Sorry,I see it now.

< Message edited by vonRocko -- 9/27/2013 9:03:58 PM >

(in reply to Andrew Loveridge)
Post #: 2
RE: Public Beta v1.01 Available - 9/27/2013 8:17:48 PM   
Rekm41


Posts: 561
Joined: 8/8/2004
From: Canada EH!
Status: offline
Thank you thank you.. :)

_____________________________

Keep Moving and Keep your Head DOWN!!

(in reply to vonRocko)
Post #: 3
RE: Public Beta v1.01 Available - 9/27/2013 8:22:56 PM   
Rekm41


Posts: 561
Joined: 8/8/2004
From: Canada EH!
Status: offline
LOL. You have Capitol spelled incorrectly. No e at the end. eg Annapolis

_____________________________

Keep Moving and Keep your Head DOWN!!

(in reply to Rekm41)
Post #: 4
RE: Public Beta v1.01 Available - 9/27/2013 10:44:49 PM   
Boomer78


Posts: 333
Joined: 9/6/2013
Status: offline
Thanks. Gonna try it out this weekend. Glad these things listed were first priority.

_____________________________

"Fly, god dammit it fly! God damn cheap Japanese flying packs!"

(in reply to Rekm41)
Post #: 5
RE: Public Beta v1.01 Available - 9/27/2013 11:51:04 PM   
Toro12

 

Posts: 162
Joined: 4/6/2000
From: Covington, KY, USA
Status: offline
If I might, I like the icon for damaged rails, but I think it needs to be a bit more noticeable. I'll let the designers work on exactly how, but with the initial issue in Baltimore, I probably wouldn't have noticed it right away if I didn't expect it w/ a new game. Maybe a notification script?

(in reply to Andrew Loveridge)
Post #: 6
RE: Public Beta v1.01 Available - 9/28/2013 9:17:37 AM   
Pocus


Posts: 1185
Joined: 9/22/2004
Status: offline
Corps formation is fixed indeed

_____________________________

AGEOD Team

(in reply to Toro12)
Post #: 7
RE: Public Beta v1.01 Available - 9/28/2013 11:00:36 AM   
Maesphil74

 

Posts: 93
Joined: 4/10/2009
Status: offline
Thanks. Have been fooling around with the smaller scenarios. Now it's time to fire her up for a grand campaign!

(in reply to Pocus)
Post #: 8
RE: Public Beta v1.01 Available - 9/30/2013 7:58:40 PM   
melvi

 

Posts: 10
Joined: 9/30/2013
Status: offline
Hello,

First of all thanks for all the work you doing to improve the game.
I downloaded this new patch and i have started a new big campaign. One of the first things i realiced is that all unit icons now have only 2 chevrons on the left upper side regardless of the regiments quantity that form the brigade. Another thing is that raised units to react an enemy invasion now come with unfixed militias. Before patch when this event happened i have had one cavalry and artillery "movable" regiments and 2 fixed miltia regiments.

Regards:

Melvi

I am gonna add that all units that have more than one regiment, brigades with only one regiment have none chevron

< Message edited by melvi -- 9/30/2013 8:07:00 PM >

(in reply to Maesphil74)
Post #: 9
RE: Public Beta v1.01 Available - 10/1/2013 12:32:32 PM   
melvi

 

Posts: 10
Joined: 9/30/2013
Status: offline
I think in 1.00 battles removed the "fixed unit" that garrison units had, not sure though. But this happened to me today.

The garrison units in fort Monroe are still fixed after the battle. Maybe a bug?

Melvi




Attachment (1)

(in reply to melvi)
Post #: 10
RE: Public Beta v1.01 Available - 10/1/2013 12:49:57 PM   
melvi

 

Posts: 10
Joined: 9/30/2013
Status: offline
Umhh i am going to answer myself ( i cant see the "edit" button in my previous post) . There is a difference in the upper right ribbon. There is one dark red that means fixed units and there is another black? one that "only" mean "slow units". That last one is the ribbon i can see in my units in Ft Monroe. I hope you can add those to a division. Ill try in couple turns since i cant form divisions yet.

Melvi.

PD: Btw this new "slow units" is a very, very nice detail. 8)

(in reply to melvi)
Post #: 11
RE: Public Beta v1.01 Available - 10/1/2013 4:17:32 PM   
aspqrz02

 

Posts: 1024
Joined: 7/20/2004
Status: offline
Um, is this patch supposed to include the graphics for Siege Artillery?

I have installed it and the Siege Artillery units are still blank ... not a graphic in sight!

Phil

_____________________________

Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
----------------------------------------------
Email: aspqrz@tpg.com.au

(in reply to Andrew Loveridge)
Post #: 12
RE: Public Beta v1.01 Available - 10/1/2013 5:17:26 PM   
melvi

 

Posts: 10
Joined: 9/30/2013
Status: offline
Yup, they sure are 8)




Attachment (1)

(in reply to aspqrz02)
Post #: 13
RE: Public Beta v1.01 Available - 10/2/2013 1:39:00 AM   
aspqrz02

 

Posts: 1024
Joined: 7/20/2004
Status: offline
Well, then I have a problem.

I have installed and reinstalled and they are not appearing, even on newly started games.

Any suggestions, anyone?

=====
edit
=====
Ah. Rotten installer installed it in a SEPARATE folder rather than OVER the existing files. Had to move the files across manually. All pretty now!

Phil

< Message edited by aspqrz -- 10/2/2013 1:51:12 AM >


_____________________________

Author, Space Opera (FGU); RBB #1 (FASA); Road to Armageddon; Farm, Forge and Steam; Orbis Mundi; Displaced (PGD)
----------------------------------------------
Email: aspqrz@tpg.com.au

(in reply to melvi)
Post #: 14
RE: Public Beta v1.01 Available - 10/4/2013 4:07:30 PM   
Pocus


Posts: 1185
Joined: 9/22/2004
Status: offline
EDITED OUT: next release candidate postponed until Monday, sorry gents.

< Message edited by Pocus -- 10/4/2013 4:51:40 PM >


_____________________________

AGEOD Team

(in reply to aspqrz02)
Post #: 15
RE: Public Beta v1.01 Available - 10/4/2013 4:33:18 PM   
wosung

 

Posts: 692
Joined: 7/18/2005
Status: offline
Thanks for the patch, Pocus.

However when I just tried to apply it to a working last 1.01 patch version I got:

Setup was unable to create the directory AACW2\CW2\graphics\logos*
Error 123 wrong syntax

Best regards

< Message edited by wosung -- 10/4/2013 4:50:39 PM >

(in reply to Pocus)
Post #: 16
RE: Public Beta v1.01 Available - 10/4/2013 4:44:19 PM   
wosung

 

Posts: 692
Joined: 7/18/2005
Status: offline
What happened next is I aborted patching.
Restarted AACW2 and got:

Stettings: Erroneous value or family alias while reading an AI affinity Reading affinity 1-7

< Message edited by wosung -- 10/4/2013 4:46:34 PM >

(in reply to wosung)
Post #: 17
RE: Public Beta v1.01 Available - 10/4/2013 4:55:16 PM   
JohnBar

 

Posts: 6
Joined: 10/4/2010
Status: offline
Likewise. Same error message. Still occurs after I aborted, and rolled back.

(in reply to wosung)
Post #: 18
RE: Public Beta v1.01 Available - 10/4/2013 5:05:37 PM   
Pocus


Posts: 1185
Joined: 9/22/2004
Status: offline
After this last minute problem, I was able to upload (and testing it with a working release version of CW2) another patch, without the error.

If you don't mind, please head to
http://www.ageod-forum.com/showthread.php?32622-CW2-Public-Beta-Patch-1-01-%28release-candidate-3%29-UPDATE&p=292335#post292335

Monday, normal operations will resume, rest assured. This end of week is just a bit of a rush

_____________________________

AGEOD Team

(in reply to JohnBar)
Post #: 19
RE: Public Beta v1.01 Available - 10/4/2013 5:47:57 PM   
wosung

 

Posts: 692
Joined: 7/18/2005
Status: offline
Great.
2nd CW2 PB 1.01 RC3 is no problem to install. It also loads a save game from CW2 PB 1.01 RC1. (Using save games, NOT resume)
I had to refill the user key form. And re-change to my custom setting.

What also worked after rerolling from corrupt First CW2 PB 1.01 RC3: Re-installing CW2 PB 1.01 RC1.

And:
Corrupt First CW2 PB 1.01 RC3: 13,6 MB
Good 2nd CW2 PB 1.01 RC3: 10,6 MB

Best regards & have a nice weekend!

(in reply to Pocus)
Post #: 20
RE: Public Beta v1.01 Available - 10/4/2013 8:19:05 PM   
JohnBar

 

Posts: 6
Joined: 10/4/2010
Status: offline
Didn't work for me- still the same error. So I uninstalled entirely and reinstalled with first patch, and all well. I was losing that game big time anyway. I'll await developments after the weekend before I try installing the new patch again . No worries!

(in reply to wosung)
Post #: 21
RE: Public Beta v1.01 Available - 10/15/2013 12:30:04 AM   
bbbwl

 

Posts: 14
Joined: 10/15/2013
Status: offline
I hope this fixes two of my biggest issues with the new game. The first was that the south could not form Corps even well into 1863, it looks like it does but does not mention the South. The other is in the game save feature. In the original game (or patch to the original game) you could save the same game under different names (not just change the name of the game being saved). I really like this feature as it allowed you to a certain point and save it in more then one spot. Allowing you to load a saved game, and replay it under a different name. This was one of my favorite parts of the game. It allowed for setting up events ( like British entry) and play them from all sides with out having to redo all the work to get back to that point.

(in reply to JohnBar)
Post #: 22
RE: Public Beta v1.01 Available - 10/15/2013 8:17:58 AM   
Ace1_slith

 

Posts: 340
Joined: 9/24/2013
Status: offline
Not exactly what you were looking for, but you can always put shortcut to your save game folder, copy the game files to different folder, restart and rename it. It is a nice workaround.

(in reply to bbbwl)
Post #: 23
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [American Civil War] >> Civil War II >> Public Beta v1.01 Available Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.766